Posted by Jeff C from fw1.cybersafe.com (192.156.168.6)on March 09, 1998 at 17:24:57:
In Reply to: Ideas posted by Chris Lundie on March 09, 1998 at 14:19:17:
>If we keep 3Dfx's GLIDE2X.DLL around in the system folder, and only put Big RRed in the game's folder, then the game will use Big RRed. But Big RRed
>could then in turn call the original one in the system folder. Do you follow me here? We could just pass functions like guLoad3df right to the "real" Glide and
>shuttle the return values back and forth.
Already thought of that, but I think that guLoad3df() probably shoves the texture onto the card memory. This would not be good.
If anyone has other solutions, mucho appreciato.
hmmm, I didn't know about the 8-bit palletized textures. That's a bummer. Everytime you get into palletes, things get messy.
I did notice there is a 16 bit palletized texture though.
Translating palletized textures into non-palletized will be expensive.
Translating 8bit palletized textures into 16 bit palletized structures might be easier.
We can use a vertex format of 8888, but use a texture format of 565. I am thinking about writing something to decide whether we should
be paying attention to:
RGB values
Z values or W values
Alpha values
and selecting the appropriate redline vertex type.
I think making a dummy texture is a good idea.